Am I wrong in thinking the TIE Phantom got horribly nerfed/gutted?

By joyrock, in X-Wing

1 minute ago, Jagos said:

I understand the disappointment.

I totally understand the disappointment. The question is, is tie/pH nerfed in 2. Almost everyone think not.

Do you like or dislike it don't make it true or false. This is advice for everything in life: do not mistake disappointment with unfairness.

14 minutes ago, LordFajubi said:

I haven’t looked but is gonk generic? Can you use 3 of them? Be a lot cooler if you can. Waaaaaay past time empire got shield regen.

Looks like Gonk is indeed generic.

I always wanted to run 3x generic phantoms with stygium and recon specialist and try and run away for 75 minutes just so I could final salvo with 12 dice. Now I might be able to do the same with 4x phantoms instead of 3x.

edit- AND GONK!

Edited by JasonCole
GONK
1 hour ago, joyrock said:

That's part of the problem, decloaking is very useful for the mobility, but cloaking is now meaningless as you won't get the dice advantage unless you choose not to decloak.

So now using Phantoms requires you to make meaningful choices during the game? How horrible!

1 hour ago, joyrock said:

It hasn't. It's solidified that it's a bad ship.

"I keep simply repeating that the ship is bad while most people give reasons for disagreeing with me and state how excited they are to play it. Therefore, I have been proven correct."

Logic!

59 minutes ago, joyrock said:

Meanwhile it's significantly more expensive than other two dice ships while bringing nothing to the table.

How many other cheap, cloaking, passenger-carrying ships do Imperials have?

19 minutes ago, GreenDragoon said:

And it is still wrong. On so many levels. In fact, it is remarkable how many wrong statements you packed into that one sentence.

I don't disagree, but points off for not using a TLJ meme.

I'm just confused as to why the subject line included "Am I wrong in thinking"...
I think that clearly the OP isn't interested in being shown his hypothesis is incorrect. Will the last person out shut off the lights?

Just now, JasonCole said:

I'm just confused as to why the subject line included "Am I wrong in thinking"...
I think that clearly the OP isn't interested in being shown his hypothesis is incorrect. Will the last person out shut off the lights?

I was just planning to Cloak.

6 minutes ago, JJ48 said:

I was just planning to Cloak.

Like a boss.

The ship was readdressed to be unique and still good, cost efficient and strong. Is it "I DEMAND MY 1.0 WIN BUTTON" good? No. No ship should be. Do you even remember how toxic and aful the meta got? And if its that terrible for you, hike up your flight suit and fly something else.

57 minutes ago, Jagos said:

Well guys, OP kinda has the point here. If we disregard the usefulness aspect, or that it it may have even become better in gameplay, from the fluff standpoint and it's role it did turn from a remarkable win-or-lose-all-important ship to being a team player which in comparison may seem bland. I understand the disappointment. I do not agree, but I understand.

This is fair. I initially felt a little disappointment at the loss of the 4th dice and ACD. I would have, on that 1st impression, liked to have seen a more gentle fix that retained the glass cannon aspect. But that view was mixed up with a lot of curiosity on it's new frame and a solid acknowledgement on how broken it was. Now the points are out, it's only become even more interesting.

1 hour ago, Jagos said:

Multipost

Edited by Cuz05
1 hour ago, Jagos said:

Games....

Edited by Cuz05

(I've stated this before, but I feel it needs to be said) The point reduction and threat level reduction of this ship enable it to play more of a support role. In first eddtion it was such a MAJOR part of your list that you pretty much had to put in self-serving upgrades that let it fight and win independantly. It's always been fantastic as a crew carrier that you need to stay alive.

Simply put, if you need to bring any of the wonderful new crew cards into play, here are your choices as a servent of the empire (based on mission needs):

  1. I need a tanky ship that can coordinate: Lambda
  2. I need a fast ship that can jam: Reaper
  3. I need a sneaky ship that can move around and get out of danger: Phantom

All 3 options have the same primary attack. The phantom would probably be the best at getting in and out of a fight. The biggest limitation is that it only has 1 crew slot.

13 minutes ago, BDrafty said:

(I've stated this before, but I feel it needs to be said) The point reduction and threat level reduction of this ship enable it to play more of a support role. In first eddtion it was such a MAJOR part of your list that you pretty much had to put in self-serving upgrades that let it fight and win independantly. It's always been fantastic as a crew carrier that you need to stay alive.

Simply put, if you need to bring any of the wonderful new crew cards into play, here are your choices as a servent of the empire (based on mission needs):

  1. I need a tanky ship that can coordinate: Lambda
  2. I need a fast ship that can jam: Reaper
  3. I need a sneaky ship that can move around and get out of danger: Phantom

All 3 options have the same primary attack. The phantom would probably be the best at getting in and out of a fight. The biggest limitation is that it only has 1 crew slot.

The Striker is probably a better fit for #2 than the Reaper. One point less health than a Phantom, but tremendous straight-forward speed and banking ability.

I played X-Wing for the first time in a long time on Saturday, flying a 1.0 Whisper Vermeil Sabacc list against a friend so he could practice for a store championship.

I love Whisper in 1.0 (only played her post-nerf actually) and she was fun to fly there. Except that one time that she was nearly one-shot because she rolled 4 blank green dice.

The fun in Whisper for me has always been the decloak, where you have the ability to Princess Bride mind-games your opponent. Unlike any other ship, her being behind an asteroid facing the obstacle is a great place to be as long as she's cloaked.

I was really worried about Phantoms in 2.0 when I saw them. Playing competitively for me has always been Whisper vs the World and I was mostly comfortable there, and I understand that I can't do that anymore but in return I can finally play 2 Phantoms with adequate support so I'm not banking on a single ship to not blank out on green dice to win the game.

51 minutes ago, PhantomFO said:

The Striker is probably a better fit for #2 than the Reaper. One point less health than a Phantom, but tremendous straight-forward speed and banking ability.

The Striker can't use the Jam action. It also cannot bring support crew.

7 minutes ago, HolySorcerer said:

The Striker can't use the Jam action. It also cannot bring support crew.

It also cannot help me read the post I was quoting. :(

2 hours ago, JasonCole said:

I always wanted to run 3x generic phantoms with stygium and recon specialist and try and run away for 75 minutes just so I could final salvo with 12 dice. Now I might be able to do the same with 4x phantoms instead of 3x.

edit- AND GONK!

Nine Final Salvo dice in the new Phantoms doesn't seem like it'd be enough.

1 hour ago, BDrafty said:

(I've stated this before, but I feel it needs to be said) The point reduction and threat level reduction of this ship enable it to play more of a support role. In first eddtion it was such a MAJOR part of your list that you pretty much had to put in self-serving upgrades that let it fight and win independantly. It's always been fantastic as a crew carrier that you need to stay alive.

Simply put, if you need to bring any of the wonderful new crew cards into play, here are your choices as a servent of the empire (based on mission needs):

  1. I need a tanky ship that can coordinate: Lambda
  2. I need a fast ship that can jam: Reaper
  3. I need a sneaky ship that can move around and get out of danger: Phantom

All 3 options have the same primary attack. The phantom would probably be the best at getting in and out of a fight. The biggest limitation is that it only has 1 crew slot.

Director Krennic would be my first choice for the Phantom. He grants Lock and optimized protoype to a second ship fpr just 5 points (yet).

23 minutes ago, theBitterFig said:

Nine Final Salvo dice in the new Phantoms doesn't seem like it'd be enough.

4x would be back to 12, if it fits in 200 points.

6 hours ago, joyrock said:

It's a pretty mediocre ship now, so not likely.

You are of course entitled to your opinion, but doesn’t the fact you are alone in said opinion tell you something?

2 hours ago, JasonCole said:

4x would be back to 12, if it fits in 200 points.

4x Juke Phantoms is exactly 200 points.

Another big thing about Phantoms is we'll probably see some Traj Sims in response to jousters resurgence

And well...phantom decloak means they don't give a ****

In fact, you can run em with bomb lobbing Punishers without issue

Edited by ficklegreendice
5 hours ago, KaLeu said:

Director Krennic would be my first choice for the Phantom. He grants Lock and optimized protoype to a second ship fpr just 5 points (yet).

You can Krennic the ship that Krennic is on, the way I read it in 2.0.

Add shield upgrade. Extra 2 shields plus some good utility.

9 minutes ago, Archangelspiv said:

You can Krennic the ship that Krennic is on, the way I read it in 2.0.

Add shield upgrade. Extra 2 shields plus some good utility.

No to both, I'm afraid. The new Krennic specifies another friendly ship, and new OP no longer grants an extra shield.

19 minutes ago, DR4CO said:

No to both, I'm afraid. The new Krennic specifies another friendly ship, and new OP no longer grants an extra shield.

Back to the drawing board!!!

There goes some ideas. I am trying to work on a Reaper with Cienna Ree, Daredevil Soontir and Whisper.